Recovery
Strain recovers quickly during play, while Wounds represent more serious injury and recover more slowly over time. The following are the default recovery rates. Universes may adjust recovery pacing to match genre, tone, danger level, available supplies, and access to care.
Recovering Wounds
Wounds do not heal quickly on their own. After a full night's rest or equivalent, recover Wounds equal to Might.
If receiving medical care, the caregiver makes a Medicine check. Difficulty is based on conditions, supplies, and severity. Each net Success restores 1 additional Wound. 2 Boons may restore 1 extra Wound, preserve supplies, or reduce recovery time.
Field Treatment
During structured play, a character may use an Action to provide urgent medical aid to an Engaged character. The caregiver makes a Medicine check using the difficulty named by the injury, condition, or GM. If no difficulty is listed, use Average for battlefield care.
Field treatment can stop bleeding, prevent an immediate worsening effect, allow a character to remain alive long enough for proper treatment, or satisfy a Critical Injury entry that calls for medical aid. It does not remove the Critical Injury itself unless that entry or the GM specifically allows it. Improvised tools, unsafe surroundings, or rushed work add Bane Dice.
Recovering Strain
Strain recovers rapidly. At the end of any structured encounter, characters recover Strain equal to Willpower. During a full nights rest, recover all Strain unless the character was incapacitated by Strain.
As a Maneuver once per encounter, any character with Strain Points may Catch Breath and recover 1 Strain. Minions and Elites do not have Strain Points and cannot Catch Breath. The Catch Breath talent improves the recovery to 2 Strain once per encounter without changing the Maneuver type or limit. Spend 1 Boon with no stronger use to recover 1 Strain.
Recovering from Incapacitation
A character incapacitated by Wounds is out of the encounter. After the encounter ends, they stabilize unless another character or effect specifies otherwise. Universes define long-term consequences of incapacitation.
A character incapacitated by Strain does not recover all Strain from a full rest. Instead, after a full rest, reduce current Strain to half the character's Strain Points, rounded down. The character may still carry ongoing effects from any Critical Injuries or conditions accumulated.
Recovering Critical Injuries
Critical Injuries require active treatment. The immediate effect of a Critical Injury may be temporary, such as falling prone, losing a Maneuver, dropping an item, or adding Bane Dice for a short time. The Critical Injury itself remains until removed through medical care.
Each existing Critical Injury adds +10 to future Critical Injury rolls. This +10 effect remains until that specific Critical Injury is removed.
If a Universe does not provide a full Critical Injury table, use the following severity bands as the default structure:
| d100 Result | Severity |
|---|---|
| 01-30 | Minor |
| 31-60 | Moderate |
| 61-85 | Severe |
| 86-100+ | Deadly |
To remove a Critical Injury, a caregiver must make a Medicine check with appropriate time and tools. The difficulty is based on the injury's severity:
| Severity | Treatment Requirement |
|---|---|
| Minor | Easy Medicine check; full rest or simple care |
| Moderate | Average Medicine check; proper supplies and time |
| Severe | Hard Medicine check; extended care, proper tools, and a safe place to work |
| Deadly | Severe Medicine check; specialist care, rare resources, surgery, magic, advanced medicine, or story resolution |
On success, the Critical Injury is removed and no longer adds +10 to future Critical Injury rolls. On failure, the Critical Injury remains. Banes or a Calamity may consume supplies, worsen the condition, increase recovery time, or create a new complication.
Untreated Critical Injuries may worsen over time if the fiction calls for it. Universes may adjust treatment requirements to match tone, technology, magic, and access to care.
For Universes
Recovery rates, timescales, and specific mechanics are intentionally left flexible here. A gritty survival Universe might make Wound recovery brutal and slow. A cinematic action Universe might allow characters to shrug off wounds between scenes. Both are valid — calibrate recovery to the tone of your Universe.
Default Critical Injury Table
Use this table when the active Universe does not provide its own Critical Injury table.
| d100 Result | Severity | Injury | Effect |
|---|---|---|---|
| 01-05 | Minor | Rattled | Suffer 2 Strain. |
| 06-10 | Minor | Knocked Down | You fall Prone. |
| 11-15 | Minor | Guard Broken | Until the start of your next turn, reduce Melee Defense and Ranged Defense by 1, minimum 0. |
| 16-20 | Minor | Pain Spike | Add 1 Bane Die to your next check before the end of your next turn. |
| 21-25 | Minor | Shaken Grip | Drop one held item, or spend one Maneuver to keep hold of it. |
| 26-30 | Minor | Open Cut | At the end of the encounter, suffer 1 Wound unless you or an ally spends an Action to bind the injury. |
| 31-35 | Moderate | Hampered | You are Immobilized until the end of your next turn. |
| 36-40 | Moderate | Staggering Hit | You are Staggered until the end of your next turn. |
| 41-45 | Moderate | Cracked Rib | Until the end of the encounter, suffer 1 Strain whenever you take a Maneuver after your first Maneuver on a turn. |
| 46-50 | Moderate | Wrenched Limb | Until the end of the encounter, add 1 Bane Die to checks that rely on the injured limb. |
| 51-55 | Moderate | Blood in the Eyes | Until the end of the encounter, add 1 Bane Die to Perception checks and ranged attacks. |
| 56-60 | Moderate | Nerve Shock | Until the end of the encounter, you cannot voluntarily suffer Strain to gain an extra Maneuver or activate an ability. |
| 61-65 | Severe | Deep Wound | At the start of each of your turns, suffer 1 Wound until you or an ally succeeds on an Average Medicine check to stop the bleeding. The Critical Injury remains after the bleeding stops. |
| 66-70 | Severe | Disabled Arm | One arm cannot be used effectively until the end of the encounter. Checks requiring both hands add 2 Bane Dice. |
| 71-75 | Severe | Damaged Leg | Until the end of the encounter, you cannot take more than one Maneuver on your turn. |
| 76-80 | Severe | Concussed | Until the end of the encounter, downgrade one positive die on Intellect, Savvy, and Willpower checks. |
| 81-85 | Severe | Internal Injury | Until this Critical Injury is removed, Wound recovery from rest is halved, rounded down, minimum 1. |
| 86-90 | Deadly | Crippling Blow | You are Staggered and Immobilized until the end of your next turn. One limb is unusable until this Critical Injury is removed. |
| 91-95 | Deadly | Hemorrhage | At the start of each of your turns, suffer 2 Wounds until you or an ally succeeds on a Hard Medicine check to stabilize you. The Critical Injury remains after stabilization. |
| 96-100 | Deadly | Mortal Shock | After your next turn, you are incapacitated unless you receive medical aid or recover at least 1 Wound before then. |
| 101-110 | Deadly | Broken | You are immediately incapacitated. You remain helpless until you receive medical aid and current Wounds fall below Wound Points. |
| 111+ | Deadly | Death's Door | You are immediately incapacitated and will die without urgent medical intervention, powerful healing, or a major narrative rescue. The GM should make the danger clear and give allies a chance to act. |